gakickstartercrunchybits (1)
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Note: this is army point value is our assumption of a default tournament game. Home games or
playing out of the box will be different.
Class Approx Point Range Approx ratio to smallest golem
War Sprite 30-40 1 - 1.5x
Ogre 40-60 1.5 - 2xTitan 80-160 3 - 4x
Colossus 300-400 10 - 13x
Knight 0 - 15 0 - .2x
Blood Knight 5 - 30 .15 - 1x
Ancient One 10 - 100 .33 - 3x
Golems
Golems are the only unit type that can move and attack on the battlefield, and thus Golems arethe backbone of any army. Golems, represented on the board with large-scale pre-painted
plastic miniatures, are crafted from one of four magical Codexes handed down from the Ancient
Ones. Multiple copies of a Golem can be used within an army and yet end up with different
capabilities based upon which Golem Knight is assigned to each copy of the figure.
Golem Knights
Golems come with generic Knights who have do not have an ability. Players can assign a
named Golem Knight which has an ability that can modify, enhance, or augment the capabilities
of their Golem or the Golems around them. Some provide additional non-combat abilities such
as mana discovery or healing. The Golem Knights are represented as digital characters and areassigned to Golem figures via the App.
Blood Knights
Blood Knights are Golem Knights who are descended from Ancient Ones. Their bloodline
connection to these powerful supernatural beings allows them to channel mana from the
battlefield to the Ancient Ones and in return, ask their ancestors for blessings, curses, and
miracles in return. From a gameplay point-of-view, Blood Knights are exactly like Golem Knights.
From an army building point-of-view a player can only add Ancient Ones to his or her army if they
already have one of their descendents (i.e. a Blood Knight) in their army. Note that even if the
Blood Knights Golem is removed from play, the connection to the Ancient One remains intact
and its special abilities remain available.
Ancient Ones
Ancient Ones accumulate mana for the player to spend on blessings, curses, and miracles
which aid the players army on the battlefield. Blessing and Curses - buffs and debuffs
respectively - are cast upon regions and stay there for the remainder of the game unless
countered by another special ability. Miracles are instant benefits to the players team.
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Game Setup and Number of Players
Battlefield Design
Our prototype uses a printed map that is smaller than the battlefield players can create with thesix 3x3 terrain tiles that come with the base game. (To give you a sense of scale, each region
can hold up to four of the smaller Golems.) Players can expand their battlefield by adding
additional terrain tiles from expansion sets, but you cannot use the same terrain tile twice in a
battlefield because they must remain uniquely numbered. In the final game, the players will
decide how to lay out the terrain tiles for their battlefield and inform the Golem Arcana App of their
battlefield design (either by tapping each tile or via a drag and drop interface).
Teams and Players
Golem Arcana will support 2-8 teams and each team is able to support multiple players. Thus,
the game can handle those rare-but-truly-epicly-huge battles. We envision that the standardgame will be two teams of one player each and that most organized league play and
tournament play will be the same. This may change based upon feedback, of course!
Victory Conditions
Our prototype only included the last man standing victory condition but the final game will have
a variety of victory conditions that players can select when they start a game. In the final game
we are planning to include at least the following victory conditions:
Last man standing - in which the player with the last remaining Golem wins.
King of the Hill- in which the first player to take control of an area for a total of X turns
wins.
Find the Relics- in which players explore the battlefield looking for hidden relics of the
Ancient Ones. Once discovered, they must transport them back to their base. First
player to accumulate X relics wins the game.
Escort - in which one player wins if they successfully escort an AI controlled unit from
point A to point B and the opponent wins if they are able to destroy the AI unit before it
reaches point B. (Of course, this will require us to hit our AI stretch goal!)
Scenarios
Scenarios can be downloaded into the App to provide new challenges and fresh game play
options. Scenarios will be based on specific terrain tile sets so that you can use scenarios for
the tiles you own.
Scenarios include the following elements:
Battlefield design.
The scenario will specify a battlefield design and display how to lay out the terrain
tiles it incorporates.
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Number of teams
Army point total for each team
Terrain modifications
Scenarios can change the play dynamics of regions on the terrain tiles of the
battlefield. For instance, the water on a tile might be frozen, making it passable by
walking Golems, or specific forests regions might be on fire so that they causedamage to Golems occupying them.
These changes can be in effect at the start of the game or can change over the
course of a battle. for instance the fire might start in one region and spread to
others over the course of the game.
Objectives
Scenarios can include objectives to be accomplished during the game, such as
controlling a specific region on a specific turn or attacking a scenario unit such as
a command post.
Scenarios could be won by accomplishing objectives or game dynamics could
change via the accomplishing of objectives. For instance, a scenario mightinclude an objective to find the tomb of an Ancient One. To explore a region, the
player has to move a Golem to that region and then perform no attacks for one
turn. The player who finds the tomb first has that Ancient One added to their army
for the remainder of the game.
Victory conditions
Every scenario has specified victory conditions which can incorporate the victory
conditions mentioned above or can be a custom combination of the standard
victory conditions and the scenario specific objectives.
Golem StatisticsGolems movement, defense, and attacks are defined by a set of statistics. All the values used in
the prototype are not really balanced yet (we need to take all the units we havent created yet into
account) and thus will change before the final game is released.
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The prototype Golem information screen for the Durani Stone Knight (now
called the Hamazi Winged Preserver)
In the prototype Golems have the following elements and statistics:
Class
Base size
Number of Golem Knights
Movement Points Diagonal Movement
Dodge
Armor
Health Points
Attacks
Target type
Range
Accuracy Bonus
Damage
Recharge Rate Attack Effect
We anticipate adding the following additional statistics for the final game:
Movement Type
Attack Type
Armor Type
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Class
There are four classes of Golems, from smallest to largest they are: War Sprite, Ogre, Titan,
and Colossus.
War Sprites are often scouts or forward observers but can also be effective in-fighters
who swarm larger Golems to engage in melee. War Sprites typically have two attacksand one Golem Knight.
Ogres are larger and more sustainable than War Sprites and present a midpoint between
the maneuverability of their smaller cousins and the firepower of the bigger Titans. Ogres
typically have two attacks and one Golem Knight.
Titans are normally the big boys of the battlefield, presenting more limited movement but
substantial sustainability and firepower. Titans typically have three attacks and one
Golem Knight.
Colossus are rare awesome walking mountains of death which may not move fast but
they dont need to. Colossus typically have four attacks and a crew of three Golem
Knights.
Base Size
Golem figures come on one of three base sizes single, double, or quad.
Class Base Size
War Sprite Single
Ogre Single
Titan Double
Colossus Quad
Base size is used in determining legal moves as discussed in several locations below.
Number of Golem Knights
Most Golems only have a single Golem Knight mastering them, with the notable exception of the
Colossus which has three Knights. Since Golem Knights each have a special ability, more
Knights results in more abilities that can be used.
Movement Points
The Movement Point (MP) statistic is the number of movement points a Golem can use per turn
for movement. Most regions (squares) cost 1 movement point to enter, but certain terrain types
can modify this. For example, it takes 2 MP to enter the hills in the prototype.
Diagonal Movement
All Golems can move vertically and horizontally but some Golems can also move diagonally. In
our prototype, if a Golem has this ability it is indicated with a slash / immediately following the
Golems MP value (3/).
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Dodge
A Golems dodge value increases the required die roll an enemy needs to hit it. Higher dodge
values represent Golems that are more difficult to hit.
ArmorIf a Golem is successfully hit by an attack, its damage is reduced by the value of the target
Golems armor.
Health Points
Damage that makes it past a Golems armor reduces its health points. When a Golems health
points are reduced to zero it is removed the game (See Death Mana below for more of what
happens when a Golem is killed).
Attacks
A Golem can have 2-4 attacks, as discussed in the class section above. The player can chooseto use none, some, or all of the attacks available every turn. For example, a Colossus with all of
its attacks available (i.e. none on recharge) could fire all four attacks in a single turn if there were
valid targets available for each attack. Each Golem attack is defined by a set of attributes:
Target type
Golem - the attack is targeted at a single Golem
AOE - the attack is targeted at a region and will affect ALL enemy Golems
in that region. In the final game we envision having AOE attacks which can
do friendly fire damage in addition to attacks which only affect enemy
Golems.
Range
In the prototype, a zero (0) indicates that the attack is a melee attack and
its range cannot be increased. In the final game we will likely indicate this
in a different method to avoid confusion about magical effects which
increase or decrease an attacks range. A range of one (1) is the adjacent
region etc.
Accuracy Bonus
An attacks accuracy bonus value reduces the die roll needed to hit a
target with this attack. More on this in the combat section below.
Damage
The damage of the attack will be reduced by the targets armor.
Recharge Rate
Recharge determines how often an attack can be used. A recharge of one
means that the attack can be used every turn, two means every other
turn, three every third turn, etc. In general more powerful attacks have
longer recharge periods. Any attack that is not being recharged and has a
valid target can be used.
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Attack Effect
Some attacks contain special effects which take place under specific
circumstances. These attack effects are often the building blocks of
players strategies, because they can be chained with other attacks,
Golem Knight abilities, and Ancient Ones blessings, curses, and miracles
creating powerful combination effects. Not all attack effects are positive. Some might be a negative effect on the
attacker to help balance the play of powerful attack. For instance, the
attackers dodge value is temporarily reduced when this attack is used.
Currently, the default trigger to activate an attack effect is for the attack to
succeed. However, if you look through the attack effects of the Golems in
the prototype, you will see a wide variety of triggers required for an attack
effect to be activated and a wide variety of effects when they are activated.
These represent a small subset of the triggers and the attack effects we
intend to include in the final game.
Example Attack Effects
If attack roll is 30 or greater above to hit value, this attack has no recharge added.
If attack succeeds +1 Recharge to random attack on targeted Golem
The prototype Attack Details screen
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Turn Order and Golem ActivationIn Golem Arcana players alternate turns and within each turn each player can use each Golem in
their army.
Movement
Golems can use all their movement points every turn. Moving into an open terrain region costs
one movement point. Terrain types can modify movement point costs and terrain obstructions
can modify ranged attack to-hit values. Once a move or attack is completed with a Golem that
Golem is activated and the player must complete all movement and attacks with that Golem
before moving onto the next Golem.
Once activated, a player can use all of a Golems movement points and any available attacks in
any order desired. This allows players to intermix movement and attacks in any way they wish.For instance, a Golem might use a ranged attack, then move into the same region as the target
to attack it with Golems melee attacks.
The player taps on the region they wish to move to, the App verifies that it
is a legal move, and then the player taps the confirm button on the stylus
or taps the region again to confirm the move.
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Terrain Types and ObstructionsEach region has one terrain type and can additionally have one obstruction type. In the prototype
there were three terrain types open and hills. The open terrain costs 1MP to enter and the hills
cost an additional MP to enter (reflected by a reduction to the Golems MP) but extends therange of ranged attacks by one region when firing from the hills.
The prototypes hills information screen, accessed by simply tapping on
the hills
In the final game we are looking at a regions terrain type establishing the following kinds of
things:
If a region is impassable
Which movement types can enter the region
MP cost modifier to enter the region
Attack range modifiers or similar effects
In the prototype there is no distinction between movement types but in the final game there will
be different movement types such as walking, flying, hoping/hovering, and swimming/wading.
Terrain Obstructions
Obstructions in a region include things like mountains, trees, boulders, buildings, etc which may
impact movement and/or attacks.
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In the final game we are looking for obstructions to provide the following kinds of effects:
Which size of Golem bases are allowed into the region
If melee attacks can be performed in the region
If ranged attacks can pass through the region
If ranged attacks can pass into the region Modify ranged attack to-hit values of attacks that pass into or through the region based
upon the class of the targeted Golem
Modify melee attack to-hit values for attacks that take place within the region based upon
the the class of the targeted Golem
Modify defensive or offensive values based on Codex
The prototype included three types of obstructions mountains, trees and boulders. The
mountain blocked both movement and attacks, the trees and the boulders provided cover as
seen in the screenshot below. Terrain and obstruction information is available at any time by
simply tapping on the region with the TDI stylus.
The prototype Forest information screen, accessed by simply tapping onthe region
Region OccupancyRegions can hold up to four single bases, two double bases, or one quad base. Singles and
doubles can be combined with a region containing one double and two single bases.
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In the prototype, if a Golems base will not physically fit into a region, it cannot enter that region. In
the final game, there will be a Charge mechanic which allows the player to combine a melee
attack with the required number of movement points to enter the occupied region in an attempt to
displace one or more of the Golems in the region to make space for the moving Golem.
Keeping Little Guys AliveOne of the learnings from BattleTech was that smaller Mechs were good early in a game for
scouting etc, but as soon as PPCs started flying they tended to get stomped fast. Occupancy
cover, described below, combined with greater cover for smaller classes of Golems are two of
the ways that the game intends to make smaller Golems more effective for a longer period.
Why Regions?
We knew we wanted a grid based game because it makes the game much more accessible,
but we wanted a game with a wide range of figure sizes. Our initial take was to use a grid sized
to the smallest figure base, but this resulted in complexity around the movement and orientation
of the larger bases. Changing to have the grid sized to the largest base eliminated all theorientation issues as well as providing a simpler solution of area effect attacks and occupancy
cover for smaller Golems which was one of our goals.
CombatThere are two types of combat in Golem Arcana melee and ranged. A melee attack is one in
which both the attacker and the target are in the same region and is signified in the attack
description by showing the range of the attack as zero. A ranged attack is one in which the
attacker and the target ARE NOT in the same region AND in which the number of regions
between the attacker and the target is equal to or less than the range specified in the attack
description. As always the App/Stylus will ensure that both ranged and melee attacks are being
used properly.
Line of Sight (LOS)
Line of sight is often a cause of much spirited debate in miniature games but not in Golem
Arcana because the App and the stylus handle everything. In the game ranged attacks are
considered to be from the center of the region the attacker is in to the center of the region the
target is in. If the line drawn between these two points crosses any part of the region which
blocks fire then the attack is not permitted.
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Prototypes LOS blocked screen, displayed when the player taps a ranged
attack on the active Golem and then the name of an enemy Golem which
cannot be targeted because the line of sight from attacker to target is
blocked by terrain.
Combat Resolution
The prototype currently starts with a base value of 50 (subject to change in the final game) from
which the attacks to-hit value is deducted and then the targets dodge value is added to result inthe dice target. To hit the target the player needs to roll equal to or greater than the dice target on
a D100.
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The player has activated the Urugal Ogre (prototype name of figure),
tapped on its Plague attack, and then on the Hamazi Preserver (not
named that in the prototype). The screen shows that the player needs to
roll 24 or better to hit the target, if he does he will do 3 points of damage
and the Preserver currently has 65 health points before the attack is
resolved.
Terrain Obstruction ModifiersIf the LOS crosses any region which contains terrain obstructions the to-hit modifier values from
those obstructions are included in the to-hit calculations. This, of course, includes the
obstruction modifiers and occupation modifies for the region that the target Golem is in.
Occupancy Cover
When multiple Golems are in the same region, the larger Golems provide cover for the smaller
Golems modifying the to-hit value of incoming ranged attacks. Smaller Golems gain this cover
benefit from both friendly and enemy larger Golems, so sometimes the best move may be to
close with an enemy to improve the chances of surviving a lot of incoming ranged attacks.
Blessings and Curses
As discussed above, blessings and curses can be placed in regions to provide buffs and debuffs
that can modify attack to-hit calculations, damage calculations, attacks recharges, movement,
mana, etc.
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Continuing the previous example, the dice target of 24 was arrived at by
starting with the base of 50, subtracting the attacks accuracy bonus and
an applicable curse, and then adding the targets dodge, the boulders
obstruction value appropriate for the class of the target Golem, and an
applicable blessing. The expected damage for the attack, as shown on the
previous screen, is 3 which is arrived at by taking the base damage of the
attack, subtracting the armor of the target Golem, and the effects of an
applicable blessing. Note: The screen states 0 damage because thedamage has not yet been done.
Lucky and Critical Hits
In Golem Arcana rolling doubles is always good. Rolling a double above the to-hit target results
in a Critical Hit which doubles the damage of the attack. In the prototype the effective damage (i.e
after subtracting the targets armor and other modifiers) is whats doubled, but we are
considering doubling the attacks damage and then subtracting targets armor and other
modifiers for the final version of the game. If the attacker had rolled a double that was below the
to-hit dice target then the miss would become a hit and is called a lucky hit.
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The player rolls the digital dice and gets a 33 which is a critical hit, thus
doubling the expected damage from 3 to 6, and reducing the target
Golems HP from 65 to 59.
Mining Mana and Death Mana
Mining Mana
At the start of most games, the App randomly distributes mana in different concentrations into
every region of the battlefield (unless a given scenario calls for something different). The levels of
concentration of each regions mana is secret in the prototype but in the final game there will be
some Golem Knights whose magical ability will be divining the location of mana. At the start of
each turn the players Golem Knights mine one point of mana from the region they are in - if
that region still has any mana remaining in it. In other words, if a regions mana has been
exhausted (i.e. mined out) then it will no longer provide mana.
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The glowing green regions indicate that the player has earned a point of
mana from that region this turn. The grayed out regions indicate that those
regions have been exhausted of mana for the remainder of the game. The
white energy beaming down from the heavens indicates a blessing has
been placed in that region and the black energy represents a curse has
been placed in that region.
TurtlingThis game dynamic discourages turtling (i.e. staying in one place for the majority of the game)
as the player will stop gaining mana after the mana has been exhausted in the region or regions
in which he has taken up residency.
Death Mana
The other way to gain mana is when a Golem is killed. Golems are created by Blood Mages, like
Blood Knights they are descendants of the Ancient Ones, who following the teachings of the
Codexes activate the mana found in different natural materials and then bind the materials
together with a high concentration of additional mana. When a Golem is destroyed the mana
captured in the magical construct is liberated and flows through the armys Blood Knight(s) tothe Ancient Ones. In the prototype 33% of the Golems army point value was given to the players
Ancient Ones when one of his or her Golems was destroyed - but like everything else the
conversion ratio from army points to mana will likely be different in the final version of the game.
Catch-Up Mechanic
In most miniature games, including BattleTech, the player that loses the first figure or two is
pretty sure that he or she is going to lose the game - its just going to take all afternoon to find out
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exactly how badly they are going to lose. The releasing of mana upon death is designed to blunt
a players downhill slide because while they may have lost a Golem they have gained a valuable
resource in the form of the blessings, curses, and miracles that this mana allows them to
purchase from the Ancient Ones that they selected for their army. Even in the badly balanced
prototype we saw many people lose one or even two figures and then be able to turn the game
around via the strategic use the Ancient Ones powers the mana afforded them.
Ancient OnesWhich, if any, Ancient Ones to include in your army is part of the strategic decisions that army
building represents in Golem Arcana. How the blessings, curses, and miracles offered by the
various Ancient Ones interact with the Golems of your army and the Golem Knights abilities can
determine you later game tactics.
In the prototype, the Urugal army included two Ancient Ones and the
Durani army only one.
Blessings and Curses
In the prototype blessings and curses are team or codex specific buffs and debuffs which are
placed into a region and remain there for the rest of the game unless modified by a player.
Players can spend mana to activate as many blessings and curses as they want throughout
their turn with the limitation that each region can only have one blessing and one curse at a time.
Knight special abilities will include the ability to move and dispel blessings and/or curses.
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Miracles
An Ancient Ones miracle provides an instant benefit to ALL of the Golems of the same codex as
the Ancient One in a players army. The prototype incorporated a small number of miracles but
we have a lot of ideas that we are anxious to try out.
Example Blessing, Curses, and Miracles
Blessing: All friendly golems in this region gain 10 armor. (Mana Cost: 10)
Blessing: All friendly golems in this region gain +1 range to attacks that have 1 or greater
range. (Mana Cost: 8)
Curse: Any enemy golem in this region has it's movement reduced by 1 (minimum 1).
(Mana Cost: 5)
Curse: Any enemy golem in this square has all their attack ranges greater than 2 reduced
to 1. (Mana Cost: 6)
Miracle: Any golem that hits on their attack this turn also pushes the target one region.
(Mana Cost: 7)
Golem Knights and Blood KnightsEvery Golem must have a Golem Knight to master it into combat. All Golems are considered to
have a generic Golem Knight with no magical ability as its master unless the player opts to
assign a named Golem Knight to a Golem via the App.
Named Golem Knights each have a magical ability that can modify, enhance, or augment the
capabilities of their Golem or the Golems around them, or the Knights ability can can provide
additional non-combat abilities such as mana discovery or healing. All Knight abilities have an
associated recharge value which determines how often they can use the ability.
Golem Knight abilities can be extremely diverse as can be seen in the ones used in the
prototype. The six abilities of the prototype represent a small fraction of the ideas we have for the
Knights abilities, and we learned that some of the ones in the prototype are too narrow in their
usage and/or just to esoteric - thats what prototypes and playtesting are all about :)
During the game Blood Knights function exactly like Golem Knights. If the Golem that a Blood
Knight is assigned too is killed the player does not lose access to the Ancient One associated
with that Blood Knight.
Example Knight Abilities
All enemies in this golem's current region: -10 dodge to ranged attacks for the remainder
of this turn. (Recharge: 2)
Friendly units that start their turn in the same region in which this Knights golem has
ended their turn get +1 MP for the remainder of their turn. (Recharge: 2)
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Back to the CaveatEverything that we have shown and discussed in the videos and in this document reflect the very
early development stage of Golem Arcana. While the prototype has demonstrated the functioning
of the technology and that the core game dynamics are fun and accessible while still containingthe depth to remain interesting and challenging - it is far from a finished game and thus much is
likely to change during development.
This is a big project that involves game design, unit balancing, hardware design, software
design, figure sculpting, production tooling, and story development - and it will not exist without
the support of you - the backers.
AppendixHere are all of the specifics from the prototype that we demoed at GenCon and PAX. Remember
that they are first drafts and thus not really representative of what final balanced units will look
like. All the names of the Golem figures have changed to those presented on the Kickstarter
page.
Golem Knights
Durani Knights:
Captain Roche (piloting the Durani Harpy Warsprite)
All enemies in this golem's current region: -10 dodge to ranged attacks for
the remainder of this turn. (Recharge: 2)
Nix 'Squint' Hawken" (piloting the Durani Spitting Ram Ogre)
Target hit by a successful attack gains no terrain bonus from their region
for the remainder of the turn. (Recharge: 3)
Urugal Knights:
Thanto Jant (piloting the Urugual Thief Warsprite)
If Knights golem has one or more attacks recharging, available attacks
gain +10 damage (Recharge: 2)
Whip Wazillo (piloting the Urugal Spiker Thief)
Friendly units that start their turn in the same region in which this Knight's
golem has ended their turn get +1 SPD for the remainder of their turn.
(Recharge: 2)
Blood Knights
Durani Blood Knight:
Baron Verstruch (piloting the Durani Stone Knight Titan)
Move one Durani Blessing from this region to one adjacent region of the
player's choice (Recharge: 2)
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Urugal Blood Knight:
Mana-Witch Galosi (piloting the Urugal Ogre)
Gain one mana for each successful hit by this golem for the remainder of
the turn. (Recharge: 3)
Ancient Ones Durani-Dimtu
Vision of Durani Miracle:
Durani recharges are reduced by 2, instead of 1, at end of this turn. (Mana
Cost: 6)
Protection of Durani Blessing:
All Durani golems in this region gain 10 armor. (Mana Cost: 10)
Wall of Durani Curse:
Any non-Durani golem in this region has it's movement reduced by 1
(minimum 1). (Mana Cost: 5)
Urugal-Daku Fate of Urugal Miracle:
All Urugal golems heal 10 damage. (Mana Cost: 7)
Power of Urugal Blessing:
All Urugal golems in this region gain +10 Accuracy Bonus. (Mana Cost: 9)
Punishment of Urugal Curse:
Any non-Urugal golems in this region receives a -15 dodge (Mana Cost: 5)
Urugal-Lul
Force of Urugal Miracle:
Any golem that hits on their attack also pushes the target one region.
(Mana Cost: 7) Eye of Urugal Blessing:
All Urugal golems in this region gain +1 range to attacks that have 1 or
greater range. (Mana Cost: 8)
The test of Urugal Curse:
Any non-Urugal golem in this square has all their attack ranges greater
than 2 reduced to 1. (Mana Cost: 6)
Golem Cards
In addition to tapping on the base of the Golem figures you can tap on the Golem cards. The final
cards will be traditional trading card size.
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